三维装饰纹理图案制作教程 Creating Complex Dersigns and Patterns Substance Designer and Zbrush

三维粉饰纹理图案建造教程 Creating Complex Dersigns and Patterns Substance Designer and Zbrush8664,

三维粉饰纹理图案建造教程 Creating Complex Dersigns and Patterns Substance Designer and Zbrush

用Substance Designer, ZBrush, Maya,战Marmoset Toolbag等硬件共同建造三维纹理图案,起首正在Substance Designer中建造庞大的图形,然后到ZBrush停止细节雕琢,正在导进到Maya停止拓扑展UV,最初到Marmoset Toolbag停止揭图烘焙

In this title, Principal Artist Nate Stephens demonstrates the creation of a complex decorative medallion asset using Substance Designer, ZBrush, Maya, and Marmoset Toolbag. Starting in Substance Designer, complex shapes are formed and explored, leveraging the flexibility and experimental power of the software. Once a template network has been setup, and a base heightmap has been designed, he then moves to ZBrush to finalize the sculpting. Multiple techniques and workflows are explored in ZBrush to finish the model, and then begin the retopology process. The asset then moves to Maya for additional retopology and UV creation. Finally, Nate imports everything into Marmoset Toolbag to bake texture maps, and setup a lighting rig that can be used for finalizing material work. Additionally, Nate discusses the benefits of this modular workflow, Substance Designer network reuse, texel density, and lighting theory that can help all artists present their work in a professional manner.

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